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https://github.com/mod-playerbots/mod-playerbots
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Big update.
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134
src/RandomPlayerbotMgr.h
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134
src/RandomPlayerbotMgr.h
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
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*/
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#ifndef _PLAYERBOT_RANDOMPLAYERBOTMGR_H
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#define _PLAYERBOT_RANDOMPLAYERBOTMGR_H
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#include "PlayerbotMgr.h"
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class ChatHandler;
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class PerformanceMonitorOperation;
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class WorldLocation;
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class CachedEvent
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{
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public:
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CachedEvent() : value(0), lastChangeTime(0), validIn(0), data("") { }
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CachedEvent(const CachedEvent& other) : value(other.value), lastChangeTime(other.lastChangeTime), validIn(other.validIn), data(other.data) { }
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CachedEvent(uint32 value, uint32 lastChangeTime, uint32 validIn, std::string const data = "") : value(value), lastChangeTime(lastChangeTime), validIn(validIn), data(data) { }
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bool IsEmpty() { return !lastChangeTime; }
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public:
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uint32 value;
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uint32 lastChangeTime;
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uint32 validIn;
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std::string data;
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};
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class RandomPlayerbotMgr : public PlayerbotHolder
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{
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public:
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RandomPlayerbotMgr();
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virtual ~RandomPlayerbotMgr();
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static RandomPlayerbotMgr* instance()
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{
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static RandomPlayerbotMgr instance;
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return &instance;
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}
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void LogPlayerLocation();
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void UpdateAIInternal(uint32 elapsed, bool minimal = false) override;
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public:
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uint32 activeBots = 0;
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static bool HandlePlayerbotConsoleCommand(ChatHandler* handler, char const* args);
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bool IsRandomBot(Player* bot);
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bool IsRandomBot(ObjectGuid::LowType bot);
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void Randomize(Player* bot);
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void RandomizeFirst(Player* bot);
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void IncreaseLevel(Player* bot);
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void ScheduleTeleport(uint32 bot, uint32 time = 0);
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void ScheduleChangeStrategy(uint32 bot, uint32 time = 0);
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void HandleCommand(uint32 type, std::string const text, Player* fromPlayer);
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std::string const HandleRemoteCommand(std::string const request);
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void OnPlayerLogout(Player* player);
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void OnPlayerLogin(Player* player);
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void OnPlayerLoginError(uint32 bot);
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Player* GetRandomPlayer();
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std::vector<Player*> GetPlayers() { return players; };
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PlayerBotMap GetAllBots() { return playerBots; };
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void PrintStats();
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double GetBuyMultiplier(Player* bot);
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double GetSellMultiplier(Player* bot);
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void AddTradeDiscount(Player* bot, Player* master, int32 value);
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void SetTradeDiscount(Player* bot, Player* master, uint32 value);
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uint32 GetTradeDiscount(Player* bot, Player* master);
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void Refresh(Player* bot);
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void RandomTeleportForLevel(Player* bot);
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void RandomTeleportForRpg(Player* bot);
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uint32 GetMaxAllowedBotCount();
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bool ProcessBot(Player* player);
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void Revive(Player* player);
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void ChangeStrategy(Player* player);
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uint32 GetValue(Player* bot, std::string const type);
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uint32 GetValue(uint32 bot, std::string const type);
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std::string const GetData(uint32 bot, std::string const type);
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void SetValue(uint32 bot, std::string const type, uint32 value, std::string const data = "");
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void SetValue(Player* bot, std::string const type, uint32 value, std::string const data = "");
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void Remove(Player* bot);
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ObjectGuid const GetBattleMasterGUID(Player* bot, BattlegroundTypeId bgTypeId);
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CreatureData const* GetCreatureDataByEntry(uint32 entry);
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void LoadBattleMastersCache();
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std::map<uint32, std::map<uint32, std::map<TeamId, bool>>> NeedBots;
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std::map<uint32, std::map<uint32, std::map<TeamId, uint32>>> BgBots;
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std::map<uint32, std::map<uint32, std::map<TeamId, uint32>>> VisualBots;
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std::map<uint32, std::map<uint32, std::map<TeamId, uint32>>> BgPlayers;
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std::map<uint32, std::map<uint32, std::map<TeamId, std::map<TeamId, uint32>>>> ArenaBots;
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std::map<uint32, std::map<uint32, std::map<uint32, uint32>>> Rating;
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std::map<uint32, std::map<uint32, std::map<uint32, uint32>>> Supporters;
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std::map<TeamId, std::vector<uint32>> LfgDungeons;
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void CheckBgQueue();
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void CheckLfgQueue();
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void CheckPlayers();
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std::map<TeamId, std::map<BattlegroundTypeId, std::vector<uint32>>> getBattleMastersCache() { return BattleMastersCache; }
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protected:
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void OnBotLoginInternal(Player* const bot) override;
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private:
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uint32 GetEventValue(uint32 bot, std::string const event);
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std::string const GetEventData(uint32 bot, std::string const event);
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uint32 SetEventValue(uint32 bot, std::string const event, uint32 value, uint32 validIn, std::string const data = "");
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std::list<uint32> GetBots();
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std::vector<uint32> GetBgBots(uint32 bracket);
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time_t BgCheckTimer;
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time_t LfgCheckTimer;
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time_t PlayersCheckTimer;
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uint32 AddRandomBots();
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bool ProcessBot(uint32 bot);
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void ScheduleRandomize(uint32 bot, uint32 time);
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void RandomTeleport(Player* bot);
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void RandomTeleport(Player* bot, std::vector<WorldLocation>& locs, bool hearth = false);
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uint32 GetZoneLevel(uint16 mapId, float teleX, float teleY, float teleZ);
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void PrepareTeleportCache();
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typedef void(RandomPlayerbotMgr::*ConsoleCommandHandler)(Player*);
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std::vector<Player*> players;
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uint32 processTicks;
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std::map<uint8, std::vector<WorldLocation>> locsPerLevelCache;
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std::map<uint32, std::vector<WorldLocation>> rpgLocsCache;
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std::map<uint32, std::map<uint32, std::vector<WorldLocation>>> rpgLocsCacheLevel;
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std::map<TeamId, std::map<BattlegroundTypeId, std::vector<uint32>>> BattleMastersCache;
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std::map<uint32, std::map<std::string, CachedEvent>> eventCache;
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std::list<uint32> currentBots;
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uint32 bgBotsCount;
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uint32 playersLevel;
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PerformanceMonitorOperation* totalPmo;
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};
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#define sRandomPlayerbotMgr RandomPlayerbotMgr::instance()
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#endif
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